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Flubber - when did you begin building those SPs? You reckon it's better to have bases committed to SPs early on, rather than having them build other Colony Pods, etc. Is the PTS the reason your score's shot up again?
*just happy nobody else cared about the HGP, but also wondering if getting it in favour of something else was therefore a mistake...*
Originally posted by Mid
Flubber - when did you begin building those SPs?
Each SP is started the turn it is finished. If you have ind auto, it rarely makes sense to build an SP. Instead have your SP building base build a crawler which will contribute 2 minerals a turn production until you cash it. I then start the SP and finish it on the same turn.
Originally posted by Mid
You reckon it's better to have bases committed to SPs early on, rather than having them build other Colony Pods, etc.
By building crawlers you are flexible . If your desired SP is built by someone else, those crawlers are a productive part of your empire. In fact the population numbers show that I have built as many colony pods as anyone else
Originally posted by Mid
Is the PTS the reason your score's shot up again?
Partly. The PTS and any other secret project gets huge weight in the powergraph . . probably more than they are worth. Add that to the population boost and it is most of the reason.
Originally posted by Mid
*just happy nobody else cared about the HGP, but also wondering if getting it in favour of something else was therefore a mistake...*
I cared and would have LOVED to get it .. . . but I find in multiplayer, it is unrealistic to expect to get any more than a proportionate share of the projects. Personally I don't really care THAT much about any given project since all the early ones are pretty useful.
You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo
How did you get to IA so early, though? I've only just started getting crawlers out, and I beelined for it (picking up Industrial Base from a pod pop).
Originally posted by SebP
See some pages earlier in this thread. The hackers start with 2 techs on the beeline and thus only 3 techs from Ind.Auto.
Or 4 i guess with cent.eco
Exactly. They are as fast as most anyone on the ind auto beeline. University can beat them, etc but I think many many of the players (even very good veterans) underestimate the advantages of going planned almost from turn 1. Inefficiency can be almost irrelevant in the early years but those grwth plusses certainly help.
Overall I am trying to learn to become a good Angels player since I don't thnk that many have played them extensively (probably due to their somewhat vanilla feel)
You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo
i feel that although this is my first go ive learned a hell of alot about mp ac
and although the morganites have bonus energy they servely lack things in the early game mainly drone controal
prehaps i should have chosen a more bland group prehaps yang or pirates so i could have built up abit more
oh and that teritory i can see is pk
the crawler thing:- i dont use thouse in the single player ive basicaly ignored them so if you dont mind i have a cupple of quick qs regarding them?
do they just store stuff? or are they like a caravan from civ ctp ie able to take exra resorces to those bases that lack those things
Morganites are, I think, one of the harder factions to play, given their support penalty (no real armies, lots of Formers hurt production, Dem's not an option early). The ability to get +2 Econ by only running Wealth is great, though, as is their research when they run FM\Wealth.
Crawlers, though, are immense. Each crawler can go out to a square that isn't being worked, and can harvest back a single resource to its home base (eg, a crawler on a Forest can send back 1 Nut, 2 Min or 1 En each turn). They can also be 'cached' like alien artifacts to boost SP production. If you have a lot of crawlers, you're making your bases a hell of a lot more productive than if they didn't have them.
@drow
Crawlers are a help in the beginning when you can't grow all that much... even if you have to put them on a forest square, they will pay for themselves in 15 turns... I do this alot but i'm not sure if it's that great by itself actually.
However, what then makes early crawlers great, is that they can also be cashed in for SPs and prototypes. Often at about the time when you'd be ready to grow some pop to work those tiles instead.
So instead of building SPs, always build crawlers if you can. And make it so that you can. Off course it doesn't hurt to put them on forests while waiting.
Later, crawlers on rocky mines post eco.eng for 4 minerals are great, as are crawlers on rainy condenser/farm/soil enrichment squares (6 nutrients) if you want to go empath-heavy (I don't know if crawler-heavy empires like those usually work in MP since i'm also a newbie, and setting up my economy this way is not my style in SP so i don't know much about it. The problem is it's way too much work to beat the weak transcend AI that usually loses the instand one gets treefarms)
Another thing: After HEC, upgrading simple crawlers to armor 3 crawlers is a cheap way to build SPs if you have energy. I think you get about 0.7 shields for every EC paid to upgrade, instead of the usual .25 when rushing SPs.
I think this trick is allowed in this game, so everyone should know about it.
Another thing: After HEC, upgrading simple crawlers to armor 3 crawlers is a cheap way to build SPs if you have energy. I think you get about 0.7 shields for every EC paid to upgrade, instead of the usual .25 when rushing SPs.
I think this trick is allowed in this game, so everyone should know about it.
This trick/tactic is allowed. I haven't used it yet since it is less effective when you only have 2 level armour OR if you don't have many ec
You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo
Originally posted by drow21
i feel that although this is my first go ive learned a hell of alot about mp ac
Well you should learn the most in your first game .
I know the general attitude in this board has been one where people help each other. So if you ask a question , generally people try to help.
More specifically to myself, I play multi-player for the challenge and fun and interaction. So the more about the game everyone knows, the better the challenge. If sharing some of the basic strategies and tactics makes me lose , well so be it
Originally posted by drow21
prehaps i should have chosen a more bland group prehaps yang or pirates so i could have built up abit more
Hive have different playstyle than anyone else but it is pretty straighforward. The pirates are actually a bit different to play and IMHO are one of the harder factions to play well.
My recommendations for beginner players would be the Hive, uni, PKs and gaians. The morganites are very powerful in the right hands but you need to have strategies to deal with support issues and IMHO are a bit harder to play at first
You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo
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